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Refactor /mob/unEquip. (#27720)
* Refactor /mob/unEquip. * fix things found in testing * more fixes from testing * fix removal of hooded suits * fix flayers inability to deploy swarmprod * fix changeling blade activation * unnecessary parens * pass default unequip args to proc overrides * fix belts being able to forceMove into full hands
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@@ -1160,7 +1160,7 @@
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//strip their stuff and stick it in the crate
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for(var/obj/item/I in M)
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if(M.unEquip(I))
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if(M.drop_item_to_ground(I))
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I.loc = locker
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I.layer = initial(I.layer)
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I.plane = initial(I.plane)
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@@ -1302,7 +1302,7 @@
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return
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for(var/obj/item/I in M)
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M.unEquip(I)
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M.drop_item_to_ground(I)
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if(I)
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I.loc = M.loc
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I.layer = initial(I.layer)
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@@ -1334,7 +1334,7 @@
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return
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for(var/obj/item/I in M)
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M.unEquip(I)
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M.drop_item_to_ground(I)
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if(I)
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I.loc = M.loc
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I.layer = initial(I.layer)
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@@ -1390,7 +1390,7 @@
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return
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for(var/obj/item/I in M)
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M.unEquip(I)
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M.drop_item_to_ground(I)
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if(I)
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I.loc = M.loc
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I.layer = initial(I.layer)
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@@ -2212,7 +2212,7 @@
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logmsg = "floor cluwne"
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if("Shamebrero")
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if(H.head)
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H.unEquip(H.head, TRUE)
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H.drop_item_to_ground(H.head, force = TRUE)
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var/obj/item/clothing/head/sombrero/shamebrero/S = new(H.loc)
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H.equip_to_slot_or_del(S, ITEM_SLOT_HEAD)
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logmsg = "shamebrero"
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@@ -2963,7 +2963,7 @@
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if(!security)
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//strip their stuff before they teleport into a cell :downs:
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for(var/obj/item/W in H)
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H.unEquip(W)
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H.drop_item_to_ground(W)
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if(H.client)
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H.client.screen -= W
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if(W)
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@@ -82,7 +82,7 @@
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var/obj/item/slot_item_ID = H.get_item_by_slot(ITEM_SLOT_ID)
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qdel(slot_item_ID)
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var/obj/item/slot_item_hand = H.get_item_by_slot(ITEM_SLOT_RIGHT_HAND)
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H.unEquip(slot_item_hand)
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H.drop_item_to_ground(slot_item_hand)
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var/obj/item/multisword/pure_evil/multi = new(H)
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H.equip_to_slot_or_del(multi, ITEM_SLOT_RIGHT_HAND)
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@@ -9,7 +9,7 @@
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return
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for(var/obj/item/W in M)
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M.unEquip(W)
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M.drop_item_to_ground(W)
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log_admin("[key_name(usr)] made [key_name(M)] drop everything!")
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message_admins("[key_name_admin(usr)] made [key_name_admin(M)] drop everything!", 1)
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@@ -28,7 +28,7 @@
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return
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//strip their stuff before they teleport into a cell :downs:
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for(var/obj/item/W in M)
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M.unEquip(W)
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M.drop_item_to_ground(W)
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//teleport person to cell
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if(isliving(M))
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var/mob/living/L = M
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